Middle Ground

There is a delay to the Structure Development blogs that are on their way. Delays are frustrating things and patience wears thin. I sat down with CCP Nullarbor to discuss creating a condensed list of notes from the recent conversations on tweetfleet slack as a way to fill in some of the void. However, as we discussed it the plan evolved a bit.

The primary goal is to bring answers to questions that players have developed over the last few months.

The secondary is to address concerns that players have developed that may not be answered in the development blogs or may be created by the development blogs.

The Summit is in six weeks. We are in a perfect moment to condense some of this information, so where is what we are going to do.

Corbexx and I are putting together a Soundboard for Structures that will occur before the September Summit. From our date hashing it looks like we will put it together in two weeks, but I'll announce that date on Sunday since we are still merging timezones. There will be a separate announcement for calls to participate as we have had on our prior soundboards.

I am going to gather Structure questions and create a Q&A that CCP Nullarbor will answer. This is the major focus of this blog. I have plenty of things I can ask him based on what I have seen you all ask, but I'd like to just have you give me questions.

Mails, blog posts, forum posts, responses, whatever you need to do. Once I have a nice, healthy stack of questions, he and I will sit down and work through them and publish the results. I'd love to get this done before the end of the month. That will give us leadup to the Summit so that we have a focused discussion with player responses as a major focal point.

Member of CSM9 and CSM10.

Pator Tech School

Minmatar Republic

The stickied threadnaughts in F&D that refer to these topics are .. all over the place. Any chance we could have an update on CCP's thinking before we dive into more armchair game designing? Or at least a summary of where the thinking is/was? It's not reasonable to expect folks through all that info before asking questions, but not wading through all that info has the effect of people asking dumb questions. Thanks!

The Markoni Dragons

1) moon mining arrays are bad concepts in eve, it awards afk alts the ability to scoop up moongoop vs actual miners going out to mine moon rocks (the ultimate in mining). Will this new moon array just be another structure to be afk fueled and picked up by jump freighter once a month? Will it be an alliance resource, will 99% of the player base be able to participate in moon mining (because now it's solely 1% that owns moons even in areas they don't live because they have a very big shotgun pointed at the residences).

2) will entosis links be dropped down to just corporation use (because now alliances can only use it, and there are a lot of groups that aren't corporations but want the ability to effect change without joining an alliance.

3) how much material is needed to build one of these xl's (will it fit in 1 freighter or will it require a few hundred)?

4). Will jump freighters jump range and fatigue be nerfed before or after the details on the material needs for these structures are released? The assumption is that the moment they are, massive jump freighter networks will buy out jita and instant make structures

5) will the surveillance array work in wspace?

6) will markets be available in wspace, if yes, can we permit restrictions on visibility of the market (prevent wspace asset pvp)

7) is every facility dockable?

8) how many capitals/supers can moore on a large, on a xl?

9) what will the people list look like when we get to a citadel (how will we count them).

10) is a citadel a corporation or an alliance asset (anchoring).

Yaay!!!!

Mouth Trumpet Cavalry.

Mouth Trumpet Cavalry

NPC nullsec really hasn't gotten any attention from CCP for quite a long time because they have been so focused on lowsec, WHs, and SOV. I realize that it is a non-trivial possibility that it could be years before CCP will have time to help NPC nullsec. However, I believe that the structures revamp could give NPC nullsec a shot in the arm that will tide it over until CCP can help.

There are really a few huge issues that affect NPC nullsec negatively:

Lack of station systems: ORE and Great Wildlands have 3 station systems each. Lack of stations = dead regions.

Lack of ability to upgrade stations: Stain has lots of stations, but only 6 systems have cloning facilities. Lack of cloning facilities means there are only a few systems in which you can live in effectively.

Lack of reasonable income is really hurting npc nullsec:

- Syndicate, ORE, and Great Wildlands have no pirate missions, no officer rats, and no region-wide -1.0 truesec which hurts income.- All NPC nullsec will be affected by moon goo changing since POSes are going away.- DED sites are also a big income source that has tanked. (Quick fix: add more deadspace items.)

NPC nullsec doesn't get the Thukker MIx Component Array or the refine bonus of SOV. This makes NPC nullsec as bad as highsec when it comes to industry.

Essentially NPC nullsec residents need to have the opportunity to take control of their space. They need to have opportunities to build citadels, upgrade citadels, build gates, observation structures, etc. in a way that gives them control of their space and allows reasonable defense from larger SOV holders marauding into NPC nullsec. Give us the tools to mold NPC nullsec however we want.

What is your plan for structures when it cones to NPC nullsec?

Kurved Trading

The current highsec risk vs reward for industry POSes is balanced around the fact that they can be destroyed under wardec for loot, especially when offline because they have run out of fuel. Looting fittings is entirely inadequate as an incentive, especially when compared with current potential rewards and the wardec fee. Also, a high enough guaranteed drop would also guarantee systematic attacks.

What will be the incentive to attack structures in highsec if they are no longer lootable? Or is CCP deliberately shifting the risk vs reward in highsec by making highsec structures safer? But perhaps smaller structures will still drop loot.

The stickied threadnaughts in F&D that refer to these topics are .. all over the place. Any chance we could have an update on CCP's thinking before we dive into more armchair game designing? Or at least a summary of where the thinking is/was? It's not reasonable to expect folks through all that info before asking questions, but not wading through all that info has the effect of people asking dumb questions. Thanks!

There are dev blogs on their way that will update. After that, we will have another wave of questions. After the dev blog comes the Q and A and soundboard. However, I am starting early becuase there is a lot of ground to cover. Then, from all of that along with what has been written we will have a focused poof for the summit in September.

The Scope

Gallente Federation

1) Will docking in new structures still have loading screens, or will there be a seamless transition like when jumping through gates?2) Will there be visual differences to structure exterriors based on the type of service modules installed? 3) will the new structure interiors be more 'lively' and immersive than current station interriors? 4) Any updates to how mooring will work?5) What are the baseline cost ranges for m/l/xl structures?6) Will structure defenses be effective vs individuals or small gangs when the owner is not present?